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  • Study shows intense gaming can cause changes in real-life perception

    by 
    Mike Foster
    Mike Foster
    01.09.2014

    A new study published in the International Journal of Human-Computer Interaction has linked changes in visual perception and "pseudo-hallucinatory experiences" with intense video gaming. According to the study, intensive playing can cause the player's mind to perceive real-life objects through a gaming lens and can also create a situation in which the mind generates visual distortions based on gameplay. Examples offered in the study, which was done by gathering 656 posts from 54 different forums, include a subject seeing the Mass Effect dialogue wheel in his or her mind during conversations and another mistaking in-flight airplanes for Modern Warfare 2 UAVs. Mentioned as a basis for the study are the visual "waviness" some gamers experience after long sessions with Guitar Hero, the "Tetris effect" that involves seeing how real-life items could stack after playing the famous puzzler, and "Minecraft sickness" in which gamers see square-shaped themes in everyday objects. The full study breaks down a number of different types of gaming after-effects as reported by participants and proposes that the effects can be caused by "the interplay of physiological, perceptual, and cognitive mechanisms."

  • Microsoft offers free Xbox 360 with back-to-school PC, professors shake their gray, uncool heads

    by 
    Jesse Hicks
    Jesse Hicks
    05.19.2011

    With only the best interests of its younger customers at heart, Microsoft has a new back-to-school promotion: starting May 22, college students buying a new Windows 7 PC can also get a free Xbox 360 4GB console. That's right, free -- as long as your new computer cost at least $699 and came from Redmond or one of its partners, including HP and Dell. Online ordering will require a .edu email address, which even attendees of the School of Life know how to procure; if you'd rather shop at Best Buy or a Microsoft Store, you'll need an actual student ID. This isn't about convincing students they need more than a tablet computer, of course. It's about giving them the opportunity to be popular. "Get ready to be the coolest kid on your dorm floor with a killer new Windows 7 PC and an Xbox 360 -- all you really need for college," the company says. Yes, being the coolest kid on your dorm floor: pretty much the definition of Higher Education.

  • Researchers reveal initial Wizard101 findings

    by 
    Jef Reahard
    Jef Reahard
    05.09.2011

    "The stereotype of the dysfunctional, male teen gamer no longer holds," say the researchers behind an extensive new study based on Wizard101. "At any time during the game, your teammate could be a kid, a neighbor, or a grandparent." Trinity University academics recently partnered with KingsIsle Entertainment to survey more than 30,000 Wizard101 players regarding online habits, inter-generational play, and family gaming. The findings are the result of one of the largest studies of online game players to date and were collected via an anonymous survey in March 2011. The results speak to a diverse playerbase that spans multiple generations and that also invests a portion of its out-of-game time in creative projects directly related to the game. Twenty percent of adult respondents indicated extra-game activity focused on Wizard101 (usually blogging), while 54% of children engaged in game-related activities including blogging, artwork, video production, and creative writing. Check out the full press release after the cut.

  • Shocker! College kids like having iPads in the classroom

    by 
    Amar Toor
    Amar Toor
    05.04.2011

    E-readers may not be good enough for Princeton's hallowed halls, but students and professors at Oklahoma State University seem to have fallen head over heels for their iPads. Last fall, the school introduced the tablets in a handful of lecture halls and classrooms, as part of its iPad Pilot Program. Teachers involved in the study said they benefited from all the educational software available on Apple's App Store, while students appreciated not having to spend their life savings on traditional textbooks. At the end of the pilot program, a full 75-percent of collegians said the iPad "greatly enhanced" their classroom experience, though we're guessing that much of that enhancement came from their newfound ability to check TweetDeck between lecture notes. Opinion was noticeably more divided, however, on the device's value as an e-reader. Some enjoyed having all their books in one place, whereas others were a bit disappointed with the experience, saying they didn't use it to read as often as they expected to. Our former undergrad-slacker selves can totally relate. Video and PR await you, after the break.

  • Ithaca College hosts panels and posters on MMO topics in Second Life

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.14.2009

    If you're a game theory/design nut, or you just really love talking about MMOs in an academic sense, or even listening to others talk about MMOs in an academic sense, then we've got the opportunity for you! This week is finals week for many universities around the country and Kim Chihuly's (real life's Kim Gregson) Games & Society class at Ithaca College is taking the opportunity to present their final posters and presentations inside of Second Life for the public. The presentations will cover a wide swath of topics from gold farming, to MMOs versus single player experiences, to Second Life versus Casual MMOs and much more. Each event will give the public the chance to ask the students questions and discuss their individual topics in an open forum. The the poster pavilion can be found here at this SLurl while the panel amphitheatre can be found at this link. Looking for the full schedule of events? We have it right after the break, or you can keep an eye on the Second Life Events page, under the heading of "discussion."

  • University of South Florida athletes receive MacBook Pros

    by 
    Dave Caolo
    Dave Caolo
    12.09.2009

    Join the team, get a MacBook Pro. Not a bad deal. The University of South Florida wants to ensure that their athletes maintain their academic pursuits while on the road. To that end, the University has purchased 460 MacBook Pros (13") to loan to active athletes. The Macs will remain school property to be checked out by athletes at the start of the semester, and returned before break. The school will use iTunes U to distribute lectures and other materials. Once the traveling students find a Wi-Fi signal, they can connect and download what they need. "The goal is to create an anywhere, anytime learning environment for each of our student-athletes," said USF Director of Athletics Doug Woolard. "Our traveling teams will now be connected to classes, academic advisors and tutors anywhere in America, or for that matter the entire world." We've seen large-scale adoption of Apple products by schools before. Last June, The Maine Department of Education ordered more than 64,000 MacBooks as a part of Maine's Learning Technology Initiative. Additionally, the University of Florida (not to be confused with the University of South Florida mentioned in this post) strongly encourages all pharmacy students to have an iPhone or iPod touch. But what about those USF students who won't go Mac? "All student-athletes will receive one if they chose to accept," says Chris Freet, USF assistant director of athletics. "Right now, we won't force them to move away from their existing computer if they are reluctant to use the MacBook." If any USF students are reading this, might we suggest these five useful accessories for college students? [Via Brainstorm Tech]

  • Kindle DX called "poor excuse of an academic tool" in Princeton pilot program

    by 
    Nilay Patel
    Nilay Patel
    09.28.2009

    We've never thought the Kindle DX was ideal for serious studying, and it sounds like the students and teachers in Princeton's pilot program agree with us -- after two weeks of use in three classes, the Daily Princetonian reports many are "dissatisfied and uncomfortable" with their e-readers, with one student calling it "a poor excuse of an academic tool." Most of the criticisms center around the Kindle's weak annotation features, which make things like highlighting and margin notes almost impossible to use, but even a simple thing like the lack of true page numbers has caused problems, since allowing students to cite the Kindle's location numbers in their papers is "meaningless for anyone working from analog books." That's all led to word that Princeton won't be bringing the Kindle back to school next year, but we'll see if Amazon -- or anyone else -- can address all these complaints before that decision is made final. [Thanks, Tom]

  • New York to open game-focused school this fall

    by 
    Majed Athab
    Majed Athab
    02.16.2009

    Enrolling in a game-focused school may have been just a dream for us children of the 20th century, but for the kids growing up in the 21st, this fantasy will soon become reality. Quest to Learn is New York's new school for "digital kids" in grades 6 through 12. It uses the "underlying design principles of games to create highly immersive, game-like learning experiences for students."The basic goal of Quest is to enhance traditional academics with new ways of learning through "digital media, games, online networks and mobile technologies." Students will not just utilize these new learning tools, but will also learn to design them. They can eventually take courses in computer programming, media arts and game design. Internship and mentorship programs also aim to further the learning experience, while affiliates like the Parsons New School for Design further helps a Quest student prepare for a career in new media. We already know what Parsons students are capable of, but how is the untested Quest to Learn going to fair? Hopefully these bred-for-gaming star developers of the future will give us more games like this and fewer of these. Quest opens with its first 6th grade class this fall. [Thanks, Drew]

  • The gold standard: A WoW economics course proposal

    by 
    Michael Sacco
    Michael Sacco
    01.10.2009

    If you're like me, you're ... well, you're probably incredibly handsome and charming. But you're also probably interested in WoW's economy, given that it's the biggest and most involved metagame in WoW and a fascinating microcosm of a free-market economy.I personally think that the how and why of WoW's economy is worth a deep look, and it appears there are a lot of people who agree with me--even some academics. It might even be worth just as much as any other book-learnin'.At least, that's the basis of David Friedman's World of Warcraft economics course proposal. Friedman is an academic economist from San Jose, CA who's assembled this article as a think-tank for what a WoW economics course would entail if you had to fill it with a semester's worth of content. There's a lot of neat stuff in here, talking about relative prices of ore based on character level and rarity of ore and supply/demand, but he also asks for your input as to possible course material, which I'm sure you could gladly provide in the comments section of his page.Good idea with sound academic basis, or another in the long list of high falootin' academia's attempts to justify playing WoW on the government's dime? WE REPORT. YOU DECIDE.

  • Richard Bartle laments poor state of game education in the UK

    by 
    Samuel Axon
    Samuel Axon
    08.16.2008

    Richard Bartle -- the man who co-invented MUDs at the University of Essex in 1978 -- described the poor state of game-related academic study and education when speaking at the Edinburgh Interactive Festival a few days ago.Bartle made a distinction between games-focused training (the acquisition of skills by instruction) and games-focused education (the development of understanding through learning). He said that the United Kingdom's colleges are short on education, even though training is available at some universities.He noted that symptoms of this problem are already apparent: the academic community, such as it is, has been unable to agree (or even engage in cohesive discourse) about the reasons men and women often play as characters of a different sex than their own in MMOs.

  • Academic: games and virtual worlds teach better than teachers

    by 
    Samuel Axon
    Samuel Axon
    07.15.2008

    An academic named James Gee told lecture attendees at the Games, Learning, and Society Conference in Wisconsin that game and virtual world developers have a better handle on how to foster "passionate communities for learning" than most teachers do. He used World of Warcraft as an example of excellent game design that creates communities that share information and solve problems together.He also referenced Second Life, telling the story of a girl who started using Photoshop to make clothes for her Sims in The Sims. She went on to start a business selling her fashions in Linden Labs' virtual economy. "Education isn't about telling people stuff," said Gee. "It's about giving them tools that enable them to see the world in a new and useful way." Gee argued that game developers know how to do that, and that educators should learn from their example.Gamasutra has some more quotes and analysis, but the sum of it all is that Gee believes that since delivering raw information to students' brains isn't going to work in a rapidly changing, postmodern world, they should be trained to come up with their own unique ideas in response to all the data that makes up the complex system that is our society. So, think emergent gameplay, but real!

  • Is WoW a game?

    by 
    Jennie Lees
    Jennie Lees
    09.11.2006

    This Newsweek article -- yet another mainstream look at this strange concept called World of Warcraft -- unexpectedly asks a very interesting question. Is WoW a game? Sadly, the article devotes most of its time to explaining the concept of WoW to an outside audience, rather than getting stuck into a discussion of virtual worlds, their categorisation, and their future.It's often been said that WoW can be more like a job than a hobby; the regular hours, the repetitive tasks, the camaraderie, the rewards. The question asked by the Newsweek piece, however, has a different angle from the old "work vs play" debate. Instead, it asks -- is this the future? Are WoW's immersiveness, its ability to sneak into lives, its vast popularity all indicators of what virtual worlds in the future will hold? I think so.'Serious' virtual worlds could easily take lessons from WoW on how to be fun, but while WoW may be exemplary with regards to current MMO design, it's still very much rooted in the 'entertainment' sphere -- future developments away from gaming and towards everyday pervasive virtual worlds have to cater for the seven million WoW-heads, and will be more easily received as a result. The most important question of all, though, is: when we live and work in the Matrix, will there still be night elves called Légolass?[Thanks, Dave]

  • Audience participation helps manipulate flexible skyscraper

    by 
    Evan Blass
    Evan Blass
    06.05.2006

    The one thing that even non-architect-types know about skyscrapers is that tall buildings are designed to be slightly flexible, so strong gusts of wind don't send them tumbling to the ground. Well a group of MIT students have used that concept to build their own 800-pound mini-skyscraper which, in an impressive application of performance art, actually allows on-lookers to control the way it shimmies and shakes. Winner of a competition sponsored by the university's Department of Architecture, the 40-foot-tall modular structure sports four pneumatic muscles in each one of its stackable sections, which make it lean and bend into strange and unnatural shapes when multiple audience members operate the bicycle pump- or digital-controls simultaneously. Once the current exhibition is complete, we hope the design team decides to donate the wobbly wonder to their classmates who built that completely automated dorm room, because those guys could definitely turn it into a party accessory that would put those dancing flowers from the 80's to shame.

  • iPod has new role as educational tool

    by 
    Evan Blass
    Evan Blass
    05.25.2006

    Children will soon have a compelling new argument when begging their parents for an iPod, as the music, movie, and audio book player is about to take on a new role: educational tool. Pearson Education has just announced plans to release downloadable study guides (for use with Pearson texts, naturally) and audible review notes for exam preparation that may convince even the strictest parents to acquiesce and let the little white trojan horse into their homes. Not content with just the youth market, Pearson also revealed that it has purchased Apple's PowerSchool student information system, which is used by teachers and administrators to track student progress. No word yet on when kids can start using the "I'm studying!" excuse when told to take off their headphones in class.